The role of videogames in mega events: footprints connections
The role of videogames in mega events: footprints connections
With advances in new technologies and new digital practices,
video games have gained space and attention
within the context of mega events, like the Olympic
Games and the World Cup. Examples of this phenomenon
are the recognition of video games as a Sport (e-sport) and the
utilisation of video games for educational values. The current chapter
explores the applications of video games for different purposes
in the mega events’ settings. For that, we present several examples
and applications of the recent state of the video games adoption in
this case, analysing cases practices from different countries. This
chapter also summarises the next footsteps for the integration of
video games in mega events and the current challenges faced by
players, businesses and governments.
e-sports, games, olympics, megaevents, videogames
298-315
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Mataruna-Dos-Santos, Leonardo
4b35d7e2-b3c3-42d2-bd8c-d05733f7e99f
Fontes Guimaraes-Mataruna, Andressa
f48925b5-bf12-4cc0-ac1a-c31883e3f5b0
Mataruna-Dos-Santos, Leonardo Jose
11 September 2017
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Mataruna-Dos-Santos, Leonardo
4b35d7e2-b3c3-42d2-bd8c-d05733f7e99f
Fontes Guimaraes-Mataruna, Andressa
f48925b5-bf12-4cc0-ac1a-c31883e3f5b0
Mataruna-Dos-Santos, Leonardo Jose
Wanick, Vanissa, Mataruna-Dos-Santos, Leonardo and Fontes Guimaraes-Mataruna, Andressa
(2017)
The role of videogames in mega events: footprints connections.
In,
Mataruna-Dos-Santos, Leonardo Jose and Gama Pena, Bianca
(eds.)
Mega Events Footprints: Past, Present and Future.
1 ed.
Brazil.
Engenho Arte e Cultura, .
Record type:
Book Section
Abstract
With advances in new technologies and new digital practices,
video games have gained space and attention
within the context of mega events, like the Olympic
Games and the World Cup. Examples of this phenomenon
are the recognition of video games as a Sport (e-sport) and the
utilisation of video games for educational values. The current chapter
explores the applications of video games for different purposes
in the mega events’ settings. For that, we present several examples
and applications of the recent state of the video games adoption in
this case, analysing cases practices from different countries. This
chapter also summarises the next footsteps for the integration of
video games in mega events and the current challenges faced by
players, businesses and governments.
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Mega-events footprints-Chapter
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Published date: 11 September 2017
Keywords:
e-sports, games, olympics, megaevents, videogames
Identifiers
Local EPrints ID: 414231
URI: http://eprints.soton.ac.uk/id/eprint/414231
PURE UUID: 430fe2e4-6977-4945-b6d3-328e58af76af
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Date deposited: 20 Sep 2017 16:31
Last modified: 14 Dec 2024 02:53
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Contributors
Author:
Leonardo Mataruna-Dos-Santos
Author:
Andressa Fontes Guimaraes-Mataruna
Editor:
Leonardo Jose Mataruna-Dos-Santos
Editor:
Bianca Gama Pena
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